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<font FACE="TIMES" SIZE="4"><b>

<h1 ALIGN="CENTER">Using spatial Co-location for Coordination in Ubiquitous Computing
Environments</h1>
</b></font><font FACE="TIMES" SIZE="2">

<p ALIGN="JUSTIFY">&nbsp;</p>

<p ALIGN="CENTER">Michael Beigl</p>
</font><i>

<p ALIGN="CENTER">Telecooperation Office (TecO), University of Karlsruhe,
Vincenz-Prießnitz-Str. 1, <br>
D-76131 Karlsruhe, Germany</p>
</i><font FACE="TIMES" SIZE="1">

<p ALIGN="CENTER">michael@teco.edu</p>

<dir>
  <dir>
    <b><p ALIGN="JUSTIFY">Abstract.</b> A problem in Ubiquitous Computing environments is the
    coordination of a multitude of different devices. This paper presents the RAUM-system that
    provides the basis for communication between devices in a Ubiquitous Computing
    environment. Such communication considers the spatial order of objects in the environment
    similar to the way humans do. The RAUM-system uses this order to establish communication
    connections between objects in the environment and gives applications the possibility to
    react according to the spatial order. This paper proposes that in Ubicomp environments
    such spatial-dependent location-aware communication is superior to other communication
    strategies. Also three example set-ups are presented indicating that applications for
    Ubicomp environments benefit from the RAUM-system in various ways.</p>
  </dir>
</dir>
</font>

<p align="center"><font color="#000000" face="Verdana, Helvetica, Arial" size="2">Handheld
&amp; Ubiqutious Computing, Lecture notes in computer science; Vol 1707, ISBN
3-540-66550-1;&nbsp; H-W Gellersen ed., Springer, 1999, pp 259-273</font> </p>

<ol>
  <font FACE="TIMES"><b>
  <li>Introduction</li>
  </b></font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">Ubiquitous Computing (Ubicomp)
  environments can be described as places populated with a myriad of different computerized
  and interconnected devices. One problem in such environments is the coordination of and
  the interaction with a multitude of devices. Coordination of objects and applications in
  Ubicomp depend on conditions of the physical world, especially of surrounding objects.
  Some applications use for example the range of an infrared or RF transmission device to
  restrict the spatial range they are responsible for. Here technical restrictions are used
  to assign a space of interest to an Ubicomp application.</p>
  <p ALIGN="JUSTIFY">The system presented here uses spatial layout as it is perceived by a
  human as a strategy for structuring and restricting the space of interest for an
  application. Human cognition attaches importance to spatial distribution [17], using
  spatial order of things as a help to carry out a task. For instance, a receiver placed on
  a telephone indicates that calls are possible (ready for call), papers in the
  waste-paper-basket indicate that they could be thrown away. Another example is people
  talking to each other: They stand in visual and audible reach to communicate.
  Communication and order of objects in an environment are bound to the spatial layout,
  binding behavior and relation of objects in the <i>virtual world</i> to the behavior of
  associated objects in the <i>physical world</i>. A transfer of physical relations into the
  virtual world is shown in Figure 1. If two objects are close together the spatial order
  has a meaning that is recognized in the same way both by the human and by the system
  (Fig.1 circle). This leads to the following thesis: </p>
  <b><p ALIGN="JUSTIFY">Thesis:</font><font FACE="Arial"> </font></b><font FACE="TIMES"
  SIZE="2">The communication of (computerized) objects in Ubiquitous Computing environments
  should, like human cognition, be spatially organized.</p>
  </font><p ALIGN="CENTER"><img SRC="image14.gif" WIDTH="435" HEIGHT="183"></p>
  <font FACE="TIMES" SIZE="1"><b><p ALIGN="JUSTIFY">Fig. 1.</b> Matching of physical and
  virtual world: If two objects (here two pieces of paper) come close in the physical world,
  the corresponding objects in the virtual world also come close. If they are close enough
  the left object recognizes the right object. They are close enough when the scope around
  the left object overlaps the right object.</p>
  </font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">In this paper I argue that in
  Ubicomp environments spatial-dependent location-aware communication is superior to other
  communication strategies when performing locally restricted actions. This claim is backed
  up and illustrated by three examples that show that applications for Ubicomp environments
  benefit from the proposed system.</p>
  <p ALIGN="JUSTIFY">This paper presents the RAUM system that handles communication between
  objects according to their spatial organisation in the environment. Therefore the RAUM
  concept introduces a new metaphor how communication between devices in a Ubicomp
  environment should be performed. The system contains the conceptual RAUM model as a
  theoretical base and the RAUM architecture that puts this concept in a concrete form.</p>
  <p ALIGN="JUSTIFY">In the next section an example for a spatial dependent application
  should clarify the problem and application area. Then the RAUM-system itself is presented.
  Details of the RAUM concepts and the architecture will be described next, followed by
  construction and implementation of the RAUM architecture, which together make up the
  system. The system itself will be illustrated by three example applications and related
  work is discussed in the end.</p>
  </font><font FACE="TIMES"><b>
  <li>Example: ElectronicManual</li>
  </b></font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">The scenario
  &quot;ElectronicManual&quot; is introduced as an example to help to understand the model
  presented in the following sections. Purpose of the ElectonicManual application is to
  provide a common platform for accessing manuals of devices in the environment and for
  controlling these devices. The ElectronicManual scenario (Fig.2) consists of a program,
  the Browser, running on a handheld device and a surrounding Ubicomp environment built on
  top of the RAUM system. In the electronic manual example devices in the environment can
  communicate with each other and with the handheld device. When a manual of e.g. a video
  recorder located in the environment should be accessed the manual is downloaded onto the
  handheld device; it is then possible to read the manual and to control the video-recorder
  with the handheld. If multimedia content in the manual should be made available the
  handheld device facilitates surrounding output devices like a TV set or a HIFI in the
  environment to make them visible or audible. Spatial order is used in two ways in this
  example: First, the device that should be controlled is in a certain spatial order to the
  handheld device, here in front of the device. Second, the handheld device makes use of
  devices that are located around in a certain distance to help displaying multimedia
  content.</p>
  </font><p ALIGN="CENTER"><img SRC="image15.gif" WIDTH="401" HEIGHT="215"></p>
  <font FACE="TIMES" SIZE="1"><b><p ALIGN="JUSTIFY">Fig. 2.</b> The ElectronicManual
  scenario: A handheld device running the main application defines two scopes of interest.
  The first scope is to the device that should be controlled (here a video recorder). The
  second scope contains all devices in front in a certain distance. This second scope is
  used to ask these devices to assist the handheld device by displaying multimedia content.</p>
  </font><font FACE="TIMES"><b>
  <li>Model</li>
  </b></font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">This section explains basic
  concepts of the RAUM-system and defines the RAUM term. Communication in RAUM is compared
  with other communication concepts.</p>
  <b><p ALIGN="JUSTIFY">3.1 Basic concepts</p>
  </b></font><p ALIGN="JUSTIFY"><img SRC="image16.gif" WIDTH="190" HEIGHT="163"><img
  SRC="image17.gif" WIDTH="195" HEIGHT="162"></p>
  <font FACE="TIMES" SIZE="1"><b><p ALIGN="JUSTIFY">Fig. 3.</b> Electronic applications and
  their paper counterparts. When a user carries out a task he recognizes the application,
  not the device. Using conventional interfaces these applications match to a physical
  object that helps to carry out the task (left: MemoPad, right: Calendar). To save space a
  computerized object (here a PDA) integrates several applications, but a user recognizes
  only the running one.</p>
  </font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">The way humans communicate with
  (computerized) objects and with each other in the physical world (source domain) is taken
  as a metaphor for communication between computerized objects in the virtual world (target
  domain). The proposed spatial structure for ordering physically existent interaction
  objects influences the possibility and the form of the communication. Communication is
  restricted to the spatial location of the object, but the object at the same time
  possesses the same image of the spatial environment as a user. According to the thesis the
  image of the distribution of objects existing in the virtual and in the physical world is
  equally spatially ordered. Then communication in the virtual world (i.e. between programs)
  occurs in the same way according to spatial structures (Figure 1). As we will see below,
  communication depending on the spatial layout should limit the scope of communication.</p>
  <b><p ALIGN="JUSTIFY">Application Objects.</b> The term application objects (short: <i>objects</i>)
  stands for the combination of a physically available item (short:<i> item</i>) and a <i>program</i>
  serving a special purpose. This definition refers to the &quot;obvious&quot; function of
  the object to a human, the function a human recognizes as the purpose of the object at the
  time in question. Some items can have more than one purpose, sharing different functions
  over the time. In this case there is more than one object located on such an item. The set
  containing all objects located on one item is called an <i>object group</i>. According to
  the definition all objects have a physical presence when selected and a virtual presence.
  The virtual presence exists always in the virtual world independent of the fact whether
  the corresponding function is selected on the item or not. </p>
  <p ALIGN="JUSTIFY">For example a Personal Digital Assistant (PDA) handheld computer
  contains several programs (e.g. a memo pad and a calendar, Figure 3). In terms of the
  model, the item PDA hosts an object group that contains the objects &quot;memo pad&quot;
  and &quot;calendar&quot;, because both are obvious functions when a human selects these
  applications on the PDA.</p>
  <b><p ALIGN="JUSTIFY">3.2 RAUM</p>
  </b><p ALIGN="JUSTIFY">The RAUM concept introduced in this paper allows modeling of
  objects based on a spatial order structure supporting and controlling communication. The
  RAUM-system defines a &quot;location-based </font><font FACE="TIMES"><i><b>R</b></i></font><font
  FACE="TIMES" SIZE="2">elation of </font><font FACE="TIMES"><i><b>A</b></i></font><font
  FACE="TIMES" SIZE="2">pplication objects for communicating </font><font FACE="TIMES"><i><b>U</b></i></font><font
  FACE="TIMES" SIZE="2">bicomp event </font><font FACE="TIMES"><i><b>M</b></i></font><font
  FACE="TIMES" SIZE="2">essages&quot;. This relation defines the communication space
  containing objects that communicate among each other with the help of a spatial aware and
  spatial-dependent communication system.</p>
  <b><p ALIGN="JUSTIFY">Definition:</b> A <i>RAUM</i> (short for RAUM scope) is defined by
  the relation of all <i>objects o, </i>under the restriction that the corresponding
  physical items lay in a <i>scope S:</p>
  </i><p ALIGN="JUSTIFY">o </font><font FACE="Symbol" SIZE="2">r</font><font FACE="TIMES"
  SIZE="2"> S where o </font><font FACE="Symbol" SIZE="2">Î</font><font FACE="TIMES"
  SIZE="2"> {all objects} and S </font><font FACE="Symbol" SIZE="2">Î</font><font
  FACE="TIMES" SIZE="2"> Powerset(location description)</p>
  <b><p ALIGN="JUSTIFY">Definition:</b> A <i>scope </i>is a spatially defined area of the
  physical world that matches an according area of the virtual world. </p>
  <p ALIGN="JUSTIFY">The order of objects in the virtual world matches the order of
  corresponding items in the physical world. Because objects are ordered the same way in the
  physical and virtual world a scope defines the corresponding area in both worlds. </p>
  <p ALIGN="JUSTIFY">Scopes are defined according to a location description determining the
  boundaries of the scope or according to a relative range e.g. in relation to an item.
  Scopes are physical spaces that can be either described symbolic, geometric or hybrid; the
  RAUM-system follows a description method similar to [19].</p>
  </font><p ALIGN="CENTER"><img SRC="image18.gif" WIDTH="444" HEIGHT="124"></p>
  <font FACE="TIMES" SIZE="1"><b><p ALIGN="JUSTIFY">Fig. 4.</b> Example how RAUMs are
  working. 3 states of a room containing 2 RAUMs: RAUM 1 with defining object 1 is moving
  downwards, while in RAUM 2 defining objects are giving up. As a consequence RAUM 2
  vanishes</p>
  </font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">Objects in RAUM communicate with
  each other using message events (short: <i>events</i>). Objects that take part in a RAUM
  receive all message events from all other objects in the same RAUM regardless of their
  capabilities. RAUMs are initiated by one or more objects. During initiation a scope is
  defined cooperatively. This scope can change over time, depending on the need of the
  object programs. The initiating objects describe the scope of the RAUM; objects that are
  in the scope of the RAUM after the definition are automatically included in the relation. </p>
  <p ALIGN="JUSTIFY">Figure 4 shows two intersecting relative RAUMs containing several
  objects that reflect the location of the corresponding physical items. RAUM 1 is defined
  by object 1; Objects 5 and 10 cooperatively define RAUM 2. Both RAUMs have objects in
  common. RAUM 1 is defined relative to Object 1; therefore, Object 1 is called <i>defining
  object</i>. As object 1 moves, RAUM 1 moves with the object (Fig.4 middle), leaving some
  objects behind and including others. While in Figure 4 (left) RAUM 2 is defined relative
  to Object 5 and Object 10, in Figure 4 (middle) Object 5 gives up his function as a
  defining object. Later Object 10 gives up its function as a defining object (Fig. 4
  right). At the same time as Object 10 gives up its function RAUM 2 vanishes.</p>
  <p ALIGN="JUSTIFY">Every RAUM is in one of three possible states: initializing, running or
  dissolving. RAUMs are cooperatively created by the defining objects. The objects define
  the parameters of a RAUM and set the spatial definition. The definition determines
  indirectly which other objects take part in a RAUM. If new objects should be included as a
  defining object all defining objects have to agree on this. </p>
  <p ALIGN="JUSTIFY">Objects can be part of more than one RAUM. An object can even be a
  defining object in more than one RAUM, if the program running on the object requires this.
  In this case, events from one RAUM can not be seen in the other RAUM with the exception of
  objects located in the intersection of both RAUMs. </p>
  <p ALIGN="JUSTIFY">In the ElectronicManual example two RAUMs are defined: The first RAUM
  is in front of the handheld device and consists of the handheld and the device that should
  be controlled and whose manual should be displayed. Both devices together define this
  RAUM. The second RAUM is in a circle around the handheld; this second RAUM is used for
  dispatching multimedia content in the environment and is defined only by the handheld
  device. </p>
  <b><p ALIGN="JUSTIFY">3.3 Communication in RAUM</p>
  </b><p ALIGN="JUSTIFY">Communication in RAUM is <i>location oriented</i> and <i>spatial-dependent:
  </i>Communication partners are selected according to their spatial arrangement. In the
  ElectronicManual example the handheld device communicates with a radius of 2 meters in
  front of the device (Figure 1). This RAUM does not depend on the provided services of the
  objects. If a multimedia content is to be shown, an event is dropped and the appropriate
  device capable to handle the request picks up the event and shows the content. </p>
  <p ALIGN="JUSTIFY">On the other hand, in distributed or mobile computing systems (and also
  in Internet based services like the Web) communication partners are selected according to
  the service they provide, abstracting from the (geographical) location of the service.
  Here, these communication networks are referred to as <i>service-oriented </i>networks.
  The request for a service - e.g. a database or a printing service - as a selection
  criterion for the communication partner is typical for service-oriented communication.
  After finding this service (mostly via explicitly entering the network address as a
  virtual location by the user) communication is established between the service client and
  the service server. Physical location is not of any concern in service-oriented networks.
  Either location is not of interest or the assignment of virtual addresses to physical
  location is left to the user. </p>
  <p ALIGN="JUSTIFY">The concept of spatial-dependent communication is complementary to
  service-oriented communication. While spatial oriented communication abstracts from
  services of the communication partners, service-oriented communication abstracts from
  location. When creating worldwide service systems, abstracting location is a good choice
  as long as the service can be handled in the virtual world. In Ubicomp environments many
  services are performed in the physical world. Spatial-dependent communication as used in
  the RAUM-system supports exactly this kind of working environment: highly flexible
  communication directly coupled to human-computer interaction tasks. The spatial
  restriction of communication does not only direct communication automatically to the
  objects that are of interest in the local Ubicomp application, but also takes away the
  cognitive load from the human to imagine abstract distant devices or objects.</p>
  <p ALIGN="JUSTIFY">Communication in the RAUM-system is realized via event messages. Inside
  every RAUM, event messages are distributed (almost) without restriction between the
  objects taking part in the RAUM. The structure of events is generally freely defined. To
  ensure a communication basis a small number of events are predefined. Events are
  classified according to communication patterns. Patterns are then classified in pattern
  classes. Some of the patterns have to be understood by every object taking part in the
  RAUM-system. The common patterns cover functionality for creating, destroying, joining and
  dividing RAUMs. New functionality is introduced by an object through defining a pattern
  and ordering this pattern into the pattern class structure. In the ElectronicManual
  example requests for displaying multimedia content are defined as such a pattern; events
  built according to this pattern must be understand by devices that should take part in the
  ElectronicManual system. Apart from the communication pattern every event message also
  contains the senders location and the class of the pattern that this event belongs to.</p>
  <b><p ALIGN="JUSTIFY">3.4 Implications of the RAUM-system </p>
  </b><p ALIGN="JUSTIFY">In the following sections the major implications of the RAUM-system
  are described. Some principle implications concern services, network organization,
  communication cost, context and privacy. These implications also clearly indicate the
  advantages of the RAUM-system in Ubicomp environments. </p>
  <b><p ALIGN="JUSTIFY">Services.</b> Services are implicitly provided in RAUM. As every
  object can drop an event (can be modeled as a service request) and every object can pick
  up events (can be modeled as a server) from the view of an object the whole RAUM reacts as
  one multi-purpose server. Because services in the system are bound to physical items the
  availability and disappearance of services can be followed by the human making
  applications more transparent. </p>
  <b><p ALIGN="JUSTIFY">Self-organizing network environment.</font><font FACE="Arial"> </font></b><font
  FACE="TIMES" SIZE="2">The administrative burden of maintaining hundreds or thousands of
  services is taken away by the RAUM-system through restricting the number of servers via
  restricting the location and the use of information appliances [24] as services servers.
  In RAUM based systems the network and service structure is self-organizing and does not
  need additional environment servers or set-ups. </p>
  <b><p ALIGN="JUSTIFY">Reduced communication cost.</b> To indicate the potential of the
  RAUM-system communication costs are compared to communication costs of service-oriented
  networks. The comparison is performed in a Ubicomp scenario with <i>n</i> objects located
  in a given area e.g. an office room. Let there be <i>n<sub>or </sub></i>objects on an
  average in a RAUM, and the object <i>o</i> should take part in <i>n<sub>ro</i> </sub>RAUMs.
  Also let <i>d</i> be a correcting factor (because some objects are in more than one RAUM)
  defined as</p>
  </font><div align="center"><center><table CELLSPACING="0" BORDER="0" CELLPADDING="4"
  WIDTH="470">
    <tr>
      <td WIDTH="91%" VALIGN="TOP"><p ALIGN="CENTER"><img SRC="image19.gif" WIDTH="248"
      HEIGHT="62"><font FACE="TIMES" SIZE="2">.</font></td>
      <td WIDTH="9%" VALIGN="TOP"><font FACE="TIMES" SIZE="2"><p ALIGN="RIGHT">(<b>1</b>)</font></td>
    </tr>
  </table>
  </center></div><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">For comparison communication
  costs to request a service, which is a typical communication in service-oriented systems,
  should be regarded; the results are similar when regarding other communication scenarios.
  Service based communication (e.g. Jini) normally uses a register server instance to
  register services and to inform other objects about services in a certain area. So in
  service-oriented communication first a call to such a register server is needed to request
  a service. Asking a register server first requires a broadcast to find the server. Next, a
  message is sent back to the requesting object, and then a message is sent from the
  requester to the actual server. Assuming all message cost as 1 the overall service call
  costs are:</p>
  </font><div align="center"><center><table CELLSPACING="0" BORDER="0" CELLPADDING="4"
  WIDTH="470">
    <tr>
      <td WIDTH="91%" VALIGN="TOP"><p ALIGN="CENTER"><font FACE="TIMES" SIZE="2">cost<sub>service</sub>
      = n<sub>b</sub> + 2 for service-oriented communication.</font></td>
      <td WIDTH="9%" VALIGN="TOP"><font FACE="TIMES" SIZE="2"><p ALIGN="RIGHT">(<b>2</b>)</font></td>
    </tr>
  </table>
  </center></div><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">In the RAUM system
  communication costs depend on the number of objects that share a RAUM with the requesting
  object. The message must be sent to all these objects, therefore the cost is the cost for
  a multicast </font><font SIZE="2"><i>c</i> to </font><i><font FACE="TIMES" SIZE="2">n<sub>or</font><font
  FACE="Symbol" SIZE="2">·</font><font FACE="TIMES" SIZE="2"> </sub>n<sub>ro</font><font
  FACE="Symbol" SIZE="2">·</font><font FACE="TIMES" SIZE="2"> </sub>d</i> objects</font><font
  SIZE="2">:</p>
  </font><div align="center"><center><table CELLSPACING="0" BORDER="0" CELLPADDING="4"
  WIDTH="470">
    <tr>
      <td WIDTH="91%" VALIGN="TOP"><p ALIGN="CENTER"><font FACE="TIMES" SIZE="2">cost<sub>RAUM</sub>
      = n<sub>c</sub> for RAUM communication.</font></td>
      <td WIDTH="9%" VALIGN="TOP"><font FACE="TIMES" SIZE="2"><p ALIGN="RIGHT">(<b>3</b>)</font></td>
    </tr>
  </table>
  </center></div><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">In the case the underlying
  network supports multicast and broadcast, the cost for both multi- and broadcast is 1 and
  there are <i>m</i> service request messages the overall costs for both communication
  methods are</p>
  </font><div align="center"><center><table CELLSPACING="0" BORDER="0" CELLPADDING="4"
  WIDTH="470">
    <tr>
      <td WIDTH="91%" VALIGN="TOP"><p ALIGN="CENTER"><font FACE="TIMES" SIZE="1">3 m f</font><font
      FACE="TIMES" SIZE="2">or service-oriented </font><font SIZE="2">m</font><font FACE="TIMES"
      SIZE="2"> for RAUM communication.</font></td>
      <td WIDTH="9%" VALIGN="TOP"><font FACE="TIMES" SIZE="2"><p ALIGN="RIGHT">(<b>4</b>)</font></td>
    </tr>
  </table>
  </center></div><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">indicating a clear advantage
  for RAUM communication.</p>
  <p ALIGN="JUSTIFY">If the underlying network does not support broadcast and multicast
  communication the cost increases in both cases (note: to find the register server for
  every service call one broadcast is needed. Due to the mobility of almost all objects in
  ubicomp environments objects frequently leave areas of a register server.).</p>
  </font><div align="center"><center><table CELLSPACING="0" BORDER="0" CELLPADDING="4"
  WIDTH="470">
    <tr>
      <td WIDTH="91%" VALIGN="TOP"><p ALIGN="CENTER"><font FACE="TIMES" SIZE="2">m </font><font
      FACE="TIMES"><b>(</b></font><font FACE="TIMES" SIZE="2">n<sub>or </sub>x d + 2</font><font
      FACE="TIMES"><b>)</b></font><font FACE="TIMES" SIZE="2"> (service-oriented) m </font><font
      FACE="TIMES"><b>(</b></font><font FACE="TIMES" SIZE="2">n<sub>or </sub>n<sub>ro </sub>d</font><font
      FACE="TIMES"><b>) </b></font><font FACE="TIMES" SIZE="2">(RAUM).</font></td>
      <td WIDTH="9%" VALIGN="TOP"><font FACE="TIMES" SIZE="2"><p ALIGN="RIGHT">(<b>5</b>)</font></td>
    </tr>
  </table>
  </center></div><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">where x is the number of
  RAUMs which must be crossed by the broadcast to find the location server neglecting the
  costs to compute x. </p>
  <p ALIGN="JUSTIFY">We now assume a 5 x 5 m<sup>2</sup> room with 70 RAUMs and an average
  of 10 objects per RAUM while every object takes part in about 3 RAUMs and a correction
  factor of d=0.7. Figure 5 shows a comparison of the cost for both communication methods.
  The cost for service based communication is significantly higher than the cost of RAUM
  communication when more than 2 RAUMs (~1.5 m<sup>2</sup>) are needed for a broadcast to
  find the register server.</p>
  </font><font FACE="TIMES" SIZE="1"><p ALIGN="CENTER"><img SRC="image22.gif" WIDTH="295"
  HEIGHT="244"></p>
  <p ALIGN="JUSTIFY">Fig. 5. Comparison of communication cost between service-oriented
  communication and RAUM communication. In Ubicomp environments with many objects and a high
  message rate RAUM communication is significantly superior to service-oriented
  communication</p>
  <p ALIGN="JUSTIFY">&nbsp;</font><font FACE="TIMES" SIZE="2"><b>Context</b>.</font><font
  FACE="Arial"> </font><font FACE="TIMES" SIZE="2">Context is an important factor in Ubicomp
  systems. Beside location, context is needed as a decision base for many applications [26].
  Context can be derived from the environment in two ways: either by equipping every object
  with appropriate hard- and software or through exchanging detected and preprocessed
  contexts among a set of objects. In a RAUM-system context is available inside the RAUM
  scope from all objects taking part. Every object, e.g. equipped with special sensors can
  transmit its findings to every other object in scope. In that way the community of objects
  provides a common context to every object in scope. Communication between objects is not
  only used for notification and command messaging but also contains sensed information.
  This way, the RAUM-system reduces the complexity of context detection introducing a system
  of shared context events.</p>
  <b><p ALIGN="JUSTIFY">Location based authorization.</b> The assurance of privacy is of
  major concern in Ubicomp [5, 20]. Actual proposals suggest a feedback mechanism [5] so
  that the user knows when he is watched allowing him to move to a non-watched room, or
  suggest the possibility to switch off the system [15]. Both ideas are not really
  satisfying, because the system functionality is lost when the users do not want to be
  watched.</p>
  <p ALIGN="JUSTIFY">Spatial-dependent RAUM-system communication enables privacy with two
  concepts without loosing functionality of the system. It prohibits distribution of events
  e.g. movements of persons detected by sensors outside the wanted scope and allows
  anonymous access to sensitive data without reducing security.</p>
  <p ALIGN="JUSTIFY">Spatial limitation of communication prohibits the global access to
  information and prevents the set up of &quot;Orwellian&quot; scenarios. Communication is
  only allowed in specified boarders e.g. in a room. Furthermore this kind of communication
  allows an exact definition of the scope of events and therefore hinders supervision of
  persons - e.g. in a company - without reducing functionality of the system. </p>
  <p ALIGN="JUSTIFY">In spatial-dependent communication personal authorization for access
  can be dropped, because objects (belonging to a person) that are allowed to enter an area
  are allowed to use devices and data in this area. Therefore, only the location not the
  identity of the using object must be verified. This location based authorization metaphor
  is derived from daily life: Is someone authorized to enter a room, e.g. because he
  possesses a key for the room, he can read all documents in this room without additional
  identification.</p>
  </font><font FACE="TIMES"><b>
  <li>Implementation</li>
  </b></font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">A couple of objects belonging to
  a RAUM make up a set that is modeled as a tuple space [12] with some additional operators.
  This tupple space operates on the RAUM scope, or short RAUM. Tupple spaces are a widely
  used basis for event communication. Examples for other systems based on tupple spaces are
  Jini [30] and T Space [18]. Tupple spaces are used to implement a RAUM communication
  scope. Every tupple space contains objects that are within the scope of a RAUM relation. A
  RAUM is therefore implemented as a tupple space using special operators for the setup of
  the RAUM and the definition of the scope. Additional operators are needed to take
  practical conditions of Ubicomp environments into consideration. For example, one operator
  set allows the determination of objects in a RAUM at a certain moment with a certain
  probability. Others allow asynchronous communication or the union and disunion of RAUM
  spaces. </p>
  <b><p ALIGN="JUSTIFY">4.1 Architecture</p>
  </b><p ALIGN="JUSTIFY">Events of an object that takes part in the RAUM are distributed to
  all other objects in the RAUM. If an object is a member of several RAUMs all objects in
  all these RAUMs receive events from the object. In principle, all objects in a RAUM have
  the same rights so dropping and accepting events is possible by all objects.</p>
  <p ALIGN="JUSTIFY">From the program&#146;s point of view object communication is handled
  by getting and putting event messages to the RAUM. All objects running on the same item
  put their event messages to the assignment level of the 3 level RAUM-system stack. At this
  level, events are assigned to the RAUMs the object is member of. As a result a set of
  RAUM-event pairs are then passed to the RAUM-system administration level. This is the
  level where the RAUM-system is managed, which for example decides about creation or
  dissolution of a RAUM. The network layer then assigns events of RAUMs to events to
  Objects, if needed by the underlying network. For example, if an IP stack of an object
  does not support multicast addressing, IP addresses of all RAUM-objects have to be
  computed at this level and events must be sent out object by.</p>
  </font><font FACE="TIMES"><b>
  <li>Examples</li>
  </b></font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">Three example set-ups should
  illustrate the RAUM concept and application areas of location dependent communication. In
  the UbicompBrowser and ElectronicManual scenario surrounding computerized objects and
  information appliances in the environment are cooperating to enhance and simplify
  Human-Computer Interaction. The AmbientTelepresence system shows the integration of new
  kinds of computerized objects of the everyday life into application scenarios and the
  combination of RAUM and service-oriented communication.</p>
  <b><p ALIGN="JUSTIFY">5.1 UbicompBrowser</p>
  </b><p ALIGN="JUSTIFY">The UbicompBrowser [2] is a system that applies Ubiquitous
  Computing to the World-Wide Web extending the Web into our everyday environments. It
  extends the browser concept by replacing the standard Web user interface with a handheld
  access and control device and surrounding output and controllable devices. This ubiquitous
  user interface is determined dynamically based on the location of the handheld control.
  The UbicompBrowser improves Web accessibility by realizing a ubiquitous environment-based
  user interface, and by extending accessibility to environment-specific resources. </p>
  <p ALIGN="JUSTIFY">The UbicompBrowser setup consists of the UbicompBrowser program running
  on a PDA, as shown in Figure 6. This object defines a RAUM scope, which is bound to a
  local physical space around the PDA. When a PDA user accesses a document of a media type
  that can not be shown at the PDA, e.g. a movie or audio stream, the UbicompBrowser puts an
  event message to the RAUM asking for an object in scope to display the document. This
  event is taken from the RAUM by a device that matches the condition for displaying the
  document. Next the displaying device retrieves the document from the Web and puts out the
  content while synchronizing with the UbicompBrowser object via RAUM communication.</p>
  <b><p ALIGN="JUSTIFY">5.2 ElectronicManual</p>
  </b><p ALIGN="JUSTIFY">The principle of the ElectronicManual used as an example throughout
  the paper. The ElectronicManual [4] is build on top of the UbicompBrowser. The
  ElectronicManual gives users better assistance in understanding and using their devices.
  There are two fundamental contributions to the ElectronicManual: First the uniform access
  to information over devices that follows a single metaphor instead of forcing the user to
  rethink about the form and access method with every new device. Second the ubiquitous
  access to the current information, possibly enhanced with multimedia contents, learning
  programs and support channels. The ElectronicManual setup shows that Ubicomp environments
  can bring real advantages for everyday tasks. Although electronic manuals are not new, the
  ubiquitous access to these informations and the possibility to integrate control and
  information access in one user interfaces significantly improves usability.</p>
  <p ALIGN="CENTER">&nbsp;</p>
  <b><p ALIGN="JUSTIFY">5.3 Ambient Telepresence</p>
  </b><p ALIGN="JUSTIFY">The Ambient Telepresence System [3] is set up to demonstrate the
  connection of two or more distance rooms with the help of RAUM technology. Ambient
  Telepresence itself is introduced as a method to give someone the feeling that someone
  else is present while he is not. In contrast to other telepresence approaches, ambient
  telepresence is focussed on mediating background activity. Ambient telepresence is based
  on generation of remote presence from handling everyday objects in work environments,
  based on Ubiquitous Computing and context-awareness technologies. For experimentation, we
  have developed <i>MediaCups</i>, coffee cups in our office environment equipped with
  sensor, computing and communication facilities. Such a cup is an item with a corresponding
  program (running on a Microchip PIC microprocessor) that takes part in a RAUM. MediaCups
  located in dedicated office rooms (each of the office is defined as a RAUM) are
  interconnected with loudspeakers in the other offices. Ambient Telepresence is realized by
  associating cup movements to sounds: Detected cup movements of the cup are transferred as
  events to the remote location and made audible as associated noises. The Ambient
  Telepresence system interconnects two or more RAUMs. While events in a local RAUM are
  detected by the RAUM-system, normal IP based communication is used for interconnecting the
  RAUMs. This example setup also shows the integration of new computerized objects of the
  everyday life, e.g. the MediaCup.</p>
  </font><p ALIGN="CENTER"><img SRC="image20.gif" WIDTH="125" HEIGHT="171"><img
  SRC="image21.gif" WIDTH="140" HEIGHT="168"></p>
  <font FACE="TIMES" SIZE="1"><b><p ALIGN="JUSTIFY">Fig. 6.</b> Two example set-ups of the
  RAUM system. The left picture shows the PDA with the UbicompBrowser, a PC based network
  access node and a TV set as controlled device. Right the MediaCup with an IrDA based
  access point as it is used in the Ambient Telepresence example.</p>
  </font><font FACE="TIMES"><b>
  <li>Related work</li>
  </b></font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">Several suggestions have been
  made how Ubiquitous Computing environments, especially with regard to Human-Computer
  Interaction (HCI) problems, should be constructed or how problems that arise in this field
  have to be solved (e.g. [7, 21, 23, 25]). Some of these suggestions were implemented as
  experimental set-ups. Test-scenarios were constructed and the usefulness of these
  suggestions was verified. Such investigations help specifying conditions for Ubiquitous
  Computing systems and give guidelines for the construction of such systems. </p>
  <p ALIGN="JUSTIFY">The first Ubicomp systems ParcTab [28] and Responsive Environments [9]
  from XeroxParc used X-Windows based technology. ParcTab uses human computer interfaces
  similar to those used at desktop computers. More recent systems like Domisilica [22] from
  Georgia Tech also provide desktop computer bound interfaces, but additionally integrate
  objects of the everyday environment into the system. To interconnect both interface types,
  a Multi-User Dungeon (MUD) is used here as a joint communication space. </p>
  <p ALIGN="JUSTIFY">The ReactiveEnvironment [11] and the ActiveOffice [8] project at the
  University of Toronto are examples aiming especially at non-desktop computer interfaces.
  This projects deal mainly with the question of complexity of the human-machine interaction
  in environments enhanced with computer technology. In Active Office Buxton mentioned five
  Design Principles for minimising the complexity of the Ubicomp application for the user.
  These design principles refer to a close correlation of the <i>physical world</i> of
  physical items and artifacts and the <i>virtual (electronic) world</i> of programs and
  data. An approach to collect experience with new kind of tangible interfaces for
  connecting both worlds is the Tangible Bits project [16] at the MIT MediaLab. </p>
  <p ALIGN="JUSTIFY">The question of how to match both worlds is also stated as one of the
  major problems in other research. Some proposed Ubiquitous Computing systems match
  physical artifacts [7, 8, 14, 22, 29] to virtual objects. Some also have concepts for
  matching social interaction [8] to their virtual counterparts. All existent Ubicomp
  systems differ in the way, how the virtual object reflects its physical behavior. None of
  the above mentioned systems reflect the spatial-dependent communication concept found in
  the physical world. Spatial order has a role in [8] as part of the design principles. For
  manipulative user interfaces (e.g. [6, 13, 29]) or augmented reality systems (e.g. [10])
  the meaning of spatial arrangement provides a basis for the applications functionality.
  Therefore, it has been implicitly implemented in these applications. Some systems [1, 10,
  15, 27] use a location services to provide explicit information about the spatial layout
  of objects in the environment. </p>
  </font><font FACE="TIMES"><b>
  <li>Conclusion</li>
  </b></font><font FACE="TIMES" SIZE="2"><p ALIGN="JUSTIFY">RAUM was introduced as a concept
  and a system to support co-operation and communication between objects in Ubicomp
  environments. RAUM communication takes the spatial order of physical objects into account.
  This paper indicates that in Ubicomp environments such spatial-dependent location-aware
  communication is superior to other communication strategies. The location-aware
  RAUM-model, the system, architecture and implementation are introduced in this paper. The
  RAUM-system supports construction and operation of Ubicomp applications in many ways. Like
  humans, the RAUM-system orders objects in the environment according to their spatial
  location making this order available to applications. Such location dependence allows
  users to have a transparent view of ongoing program activities. Three example set-ups show
  how to integrate physical devices through simply writing the service for taking part in
  the RAUM-system. This is even possible for very restricted devices with embedded
  microprocessors and small amount of storage space such as MediaCups. As a result, allowing
  physical set-ups to be built very fast brings the flexibility known from component-based
  software design to Ubiquitous Computing environments. Ubicomp environments with a large
  amount of computerized objects benefit also in other ways from the proposed RAUM concept.
  Due to the spatial restriction in RAUM privacy can be assured without crippling
  functionality or security, communications is carried out more efficient and management of
  Ubicomp environments is facilitated.</p>
  <p ALIGN="JUSTIFY">The proposed system uses exact defined boundaries for RAUM scopes
  (ignoring practical conditions as the uncertainty when determining a location caused by
  the imperfection of current technology). In contrast humans have a more blunt concept of
  the area they are interested in. Future experiments will show if the presented concept of
  exact defined scopes provides enough support for applications in Ubicomp environments or
  if a concept using a more blunt scope definition is significantly superior. More practical
  questions rise when implementing a RAUM-system. Upcoming network technologies with a very
  limited transmission scope (e.g. Bluetooth) facilitate the construction of
  spatial-depended communication, but existing network technologies must also be integrated.
  Criteria have to be found to optimize the setup of such mixed networks for RAUM
  communication. </p>
  </font><font FACE="TIMES"><b>
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